370 lines
8.2 KiB
C++
370 lines
8.2 KiB
C++
#pragma once
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using namespace std;
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#include "Entity.h"
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#include "MobType.h"
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#include "GoalSelector.h"
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class HitResult;
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class Level;
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class CompoundTag;
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class MobEffectInstance;
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class DamageSource;
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class MobEffect;
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class LookControl;
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class MoveControl;
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class JumpControl;
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class BodyControl;
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class PathNavigation;
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class Sensing;
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class Icon;
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class Pos;
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class Mob : public Entity
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{
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friend class MobSpawner;
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protected:
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// 4J - added for common ctor code
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void _init();
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public:
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Mob(Level* level);
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virtual ~Mob();
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// 4J-PB - added to replace (e instanceof Type), avoiding dynamic casts
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eINSTANCEOF GetType() { return eTYPE_MOB;}
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static Entity *create(Level *level) { return NULL; }
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public:
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static const int ATTACK_DURATION = 5;
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static const int PLAYER_HURT_EXPERIENCE_TIME = 20 * 3;
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public: // 4J Stu - Made public
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static const int DATA_EFFECT_COLOR_ID = 8;
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private:
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static const double MIN_MOVEMENT_DISTANCE;
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public:
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int invulnerableDuration;
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float timeOffs;
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float rotA;
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float yBodyRot, yBodyRotO;
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float yHeadRot, yHeadRotO;
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protected:
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float oRun, run;
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float animStep, animStepO;
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bool hasHair;
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// wstring textureName;
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int textureIdx; // 4J changed from wstring textureName
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bool allowAlpha;
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float rotOffs;
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wstring modelName;
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float bobStrength;
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int deathScore;
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float renderOffset;
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public:
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float walkingSpeed;
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float flyingSpeed;
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float oAttackAnim, attackAnim;
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protected:
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int health;
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public:
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int lastHealth;
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protected:
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int dmgSpill;
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public:
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int ambientSoundTime;
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int hurtTime;
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int hurtDuration;
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float hurtDir;
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int deathTime;
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int attackTime;
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float oTilt, tilt;
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protected:
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bool dead;
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int xpReward;
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public:
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int modelNum;
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float animSpeed;
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float walkAnimSpeedO;
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float walkAnimSpeed;
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float walkAnimPos;
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protected:
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shared_ptr<Player> lastHurtByPlayer;
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int lastHurtByPlayerTime;
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private:
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shared_ptr<Mob> lastHurtByMob;
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int lastHurtByMobTime;
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shared_ptr<Mob> lastHurtMob;
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public:
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int arrowCount;
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int removeArrowTime;
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protected:
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map<int, MobEffectInstance *> activeEffects;
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private:
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bool effectsDirty;
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int effectColor;
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LookControl *lookControl;
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MoveControl *moveControl;
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JumpControl *jumpControl;
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BodyControl *bodyControl;
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PathNavigation *navigation;
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protected:
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GoalSelector goalSelector;
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GoalSelector targetSelector;
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private:
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shared_ptr<Mob> target;
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Sensing *sensing;
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float speed;
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Pos *restrictCenter;
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float restrictRadius;
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public:
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virtual LookControl *getLookControl();
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virtual MoveControl *getMoveControl();
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virtual JumpControl *getJumpControl();
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virtual PathNavigation *getNavigation();
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virtual Sensing *getSensing();
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virtual Random *getRandom();
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virtual shared_ptr<Mob> getLastHurtByMob();
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virtual shared_ptr<Mob> getLastHurtMob();
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void setLastHurtMob(shared_ptr<Entity> target);
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virtual int getNoActionTime();
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float getYHeadRot();
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void setYHeadRot(float yHeadRot);
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float getSpeed();
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void setSpeed(float speed);
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virtual bool doHurtTarget(shared_ptr<Entity> target);
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shared_ptr<Mob> getTarget();
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virtual void setTarget(shared_ptr<Mob> target);
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virtual bool canAttackType(eINSTANCEOF targetType);
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virtual void ate();
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bool isWithinRestriction();
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bool isWithinRestriction(int x, int y, int z);
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void restrictTo(int x, int y, int z, int radius);
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Pos *getRestrictCenter();
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float getRestrictRadius();
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void clearRestriction();
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bool hasRestriction();
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virtual void setLastHurtByMob(shared_ptr<Mob> hurtBy);
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protected:
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virtual void defineSynchedData();
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public:
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bool canSee(shared_ptr<Entity> target);
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virtual int getTexture(); // 4J - changed from wstring to int
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virtual bool isPickable() ;
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virtual bool isPushable();
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virtual float getHeadHeight();
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virtual int getAmbientSoundInterval();
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void playAmbientSound();
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virtual void baseTick();
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protected:
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virtual void tickDeath();
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virtual int decreaseAirSupply(int currentSupply);
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virtual int getExperienceReward(shared_ptr<Player> killedBy);
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virtual bool isAlwaysExperienceDropper();
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public:
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void spawnAnim();
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virtual void rideTick();
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protected:
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int lSteps;
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double lx, ly, lz, lyr, lxr;
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public:
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virtual void lerpTo(double x, double y, double z, float yRot, float xRot, int steps);
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private:
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float fallTime;
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public:
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void superTick();
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virtual void tick();
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virtual void heal(int heal);
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virtual int getMaxHealth() = 0;
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virtual int getHealth();
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virtual void setHealth(int health);
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protected:
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int lastHurt;
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public:
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virtual bool hurt(DamageSource *source, int dmg);
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protected:
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float getVoicePitch();
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public:
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virtual void animateHurt();
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/**
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* Fetches the mob's armor value, from 0 (no armor) to 20 (full armor)
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*
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* @return
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*/
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virtual int getArmorValue();
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protected:
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virtual void hurtArmor(int damage);
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virtual int getDamageAfterArmorAbsorb(DamageSource *damageSource, int damage);
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virtual int getDamageAfterMagicAbsorb(DamageSource *damageSource, int damage);
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virtual void actuallyHurt(DamageSource *source, int dmg);
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virtual float getSoundVolume();
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virtual int getAmbientSound();
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virtual int getHurtSound();
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virtual int getDeathSound();
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public:
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void knockback(shared_ptr<Entity> source, int dmg, double xd, double zd);
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virtual void die(DamageSource *source);
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protected:
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virtual void dropRareDeathLoot(int rareLootLevel);
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virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
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virtual int getDeathLoot();
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virtual void causeFallDamage(float distance);
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public:
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virtual void travel(float xa, float ya);
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virtual bool onLadder();
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virtual bool isShootable();
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virtual void addAdditonalSaveData(CompoundTag *entityTag);
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virtual void readAdditionalSaveData(CompoundTag *tag);
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virtual bool isAlive();
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virtual bool isWaterMob();
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virtual int getLightColor(float a); // 4J - added
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protected:
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int noActionTime;
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float xxa, yya, yRotA;
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bool jumping;
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float defaultLookAngle;
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float runSpeed;
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protected:
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int noJumpDelay;
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public:
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virtual void setYya(float yya);
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virtual void setJumping(bool jump);
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virtual void aiStep();
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protected:
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virtual bool useNewAi();
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virtual bool isEffectiveAI();
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virtual bool isImmobile();
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public:
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virtual bool isBlocking();
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protected:
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virtual void jumpFromGround();
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virtual bool removeWhenFarAway();
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private:
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shared_ptr<Entity> lookingAt;
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protected:
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int lookTime;
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virtual void checkDespawn();
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virtual void newServerAiStep();
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virtual void serverAiMobStep();
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virtual void serverAiStep();
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public:
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virtual int getMaxHeadXRot();
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protected:
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void lookAt(shared_ptr<Entity> e, float yMax, float xMax);
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bool isLookingAtAnEntity();
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shared_ptr<Entity> getLookingAt();
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private:
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float rotlerp(float a, float b, float max);
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public:
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virtual bool canSpawn();
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protected:
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virtual void outOfWorld();
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public:
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float getAttackAnim(float a);
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virtual Vec3 *getPos(float a);
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virtual Vec3 *getLookAngle();
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Vec3 *getViewVector(float a);
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virtual float getSizeScale();
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virtual float getHeadSizeScale();
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HitResult *pick(double range, float a);
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virtual int getMaxSpawnClusterSize();
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virtual shared_ptr<ItemInstance> getCarriedItem();
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virtual shared_ptr<ItemInstance> getArmor(int pos);
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virtual void handleEntityEvent(byte id);
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virtual bool isSleeping();
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virtual Icon *getItemInHandIcon(shared_ptr<ItemInstance> item, int layer);
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virtual bool shouldRender(Vec3 *c);
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protected:
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void tickEffects();
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public:
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void removeAllEffects();
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vector<MobEffectInstance *> *getActiveEffects();
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bool hasEffect(int id);
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bool hasEffect(MobEffect *effect);
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MobEffectInstance *getEffect(MobEffect *effect);
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void addEffect(MobEffectInstance *newEffect);
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void addEffectNoUpdate(MobEffectInstance *newEffect); // 4J Added
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virtual bool canBeAffected(MobEffectInstance *newEffect);
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virtual bool isInvertedHealAndHarm();
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void removeEffectNoUpdate(int effectId);
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void removeEffect(int effectId);
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protected:
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virtual void onEffectAdded(MobEffectInstance *effect);
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virtual void onEffectUpdated(MobEffectInstance *effect);
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virtual void onEffectRemoved(MobEffectInstance *effect);
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public:
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virtual float getWalkingSpeedModifier();
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// 4J-Pb added (from 1.2.3)
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virtual void teleportTo(double x, double y, double z);
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virtual bool isBaby();
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virtual MobType getMobType();
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virtual void breakItem(shared_ptr<ItemInstance> itemInstance);
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virtual bool isInvulnerable();
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virtual void finalizeMobSpawn();
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virtual bool canBeControlledByRider();
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// 4J Added override to update ai elements when loading entity from schematics
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virtual void setLevel(Level *level);
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};
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